News : The level of daily SPAM has reached insane proportions, all registrations are now manual.
I ask you to send me an e-mail (john (at) murga (dot) org), to confirm that you want me to create an account for you.

While playing around I have some more questions:
1. how can I open/run own scripts with your player (cmd line or open requester) ?
Currently I have just patches the default "game script.lua"

Add a folder inside "Data/Levels/" create your script and call it "load script.lua"
When you launch the current player it will show up in the list, just click to test, you can hide some of those other level folders to make the list shorter. don't hide level "default", that makes the list of levels

You could also have a load script that simply loads one or many scripts from the Scripts folder as well. I tend to break the load scripts down into digestible smaller scripts, and then tell the load script to load all those files.

You could also redirect the game script.lua to open your level instead of level "default" .. this is the line you change for that.

Code:

if game_func==nil then loadLevel("Data/Levels/default") end

I don't like file requesters, I usually make lists that can load the available levels or models with a click or a drag. I'm not sure how far I got with that in MurgaLua last summer, looks like whatever I did I broke at some point.

There are two .sh files in the Data/Scripts/ folder, thats about as close as we've been to launching igame3d via a terminal window. I monkeyed with that for a bit, but didn't find it particularly useful. iGame3D feeds errors output to console.app, so you'll want that open from time to time to see where if things go wrong.

For a command line in the player, hit Command T after you open the program.
"Command I" creates an inspector window.

You'll find the background color script is in "ig3d_mac_xcode/Data/Fluid/background_color"

There's plenty of scripts in the Data folder to check out, especially in "/Data/Scripts/Functions/", these are used by most of the current levels available.

Also The Fluid folder is full of UI scripts, that I stopped working on as I was missing something important that ties them all together, still don't know what that is.

Hope that explained some things.

The SVN checkout should be fine, if you also grab the extra Data directory.
iFly and the other demos are in the levels folder of that, the source with binary alone are pretty much a blank slate as far as content goes.
Not sure what Tobi uploaded for you to test, its probably everything you need.